Habitat: Global. Beowolves can be seen in any environment. Most common in temperate forests.

Appearance:Beowolves resemble the traditional, bipedal forms of lycanthropes, more commonly known as werewolves. They stand on their hind legs, albeit with a slouch, and are extremely muscular. They have pitch-black fur and red eyes. Their heads also appear to be made out of bone and display skull-like features.

Spines protrude from their back and arms. These spines provide minor defense from attacks, being extremely durable, but can also double as an offensive weapon.

Beowolves can vary greatly in size. The average Beowolf is about the size of a normal human, but as they age, they can grow to be more than twice the height of a human.

Behavior: Beowolves rarely travel alone. Seeing one alone may mean the rest of its pack is just around the corner. Beowolves on their own are among the weakest of Grimm, but in large numbers can quickly overwhelm untrained Huntsmen.

Tactically, beowolves will attempt to surround their target and close in all together, making it difficult for their prey to defend against so many at once. They use their large claws and powerful muscles to shred their targets, and are capable at lunging and leaping into an attack. Packs of beowolves are almost always led by at least one Alpha Beowolf.

Habitat: Jungles and tropical forests usually, though they have been known to travel.

Appearance: Like many species of Grimm, the Beringel is covered in black skin, with bone-like plates covering its body at certain places like armor. A red pattern or symbol resembling an eye is present on its back. It appears to have "burnt" skin, with an internal red glow visible from within, where the skin is thinnest. It has well-developed hands with opposable thumbs. It is quite large, at almost twice the height of a human.

Behavior: While it rarely travels with other Beringel, it will very often work with other types of Grimm, going to far as to use them as weapons.

Though itís skin appears to be partially burnt, it is extremely durable, even in areas without armor. Along with that, they are extremely strong, able to crush boulders in their hands and they have incredibly fast reflexes.

Difficulty Rating: 8 when alone, 9+ when with other Grimm.

Unique Abilities: Throwing other Grimm as well as being able to grab people.

Weaknesses/Vulnerable areas: Though its skin is extremely durable, the skin thatís burnt around itís head and neck are more perceptive to damage.

Appearance: The Boarbatusk is a quadruped with many features associated with a real-world boar, including cloven-feet, a line of hair sprouting from its spine, snub snout, and tusks.

The Boarbatusk seems to have four eyes, a series of plates along its back and on its thighs, and two extra sets of tusks, including two large curving tusks. However, their underside is comparatively under-protected and vulnerable, with little to no body armor or shielding.

Behavior: Boarbatusk usually travel in packs of two or three, though seeing them alone is not uncommon.

When attacking, they will roll up into a ball and charge at their enemy, knocking the target back and causing hefty damage. Though, this attack proves to be its undoing as it reveals the unarmored belly.

Appearance: In terms of appearance, the Creeps are akin to certain species of theropod dinosaurs. However, this Grimm shows one unique feature: it has no forelimbs, only hindlimbs. Said hindlimbs are dual-clawed, and are inverted at the knee joints, heavily akin to an ostrich. They also possess tails, which are used for balance during locomotion.

Their skulls are rather stubby, and are very similar in appearance to a Carnotaurus. Like all other Grimm, they feature a dark black color, with white markings all over the body, alongside deep red eyes and accents.

Behavior: Though they travel in packs, these Grimm are extremely weak, only able to ram and bite their opponents and being able to be taken out with a few swings.

Appearance: Contrary to most creatures of Grimm, which have black fur or feathers, a Death Stalker has a jet-black exoskeleton underneath several white, bonelike plates upon its back, which are adorned with red markings.

One of the more prominent attributes of this Grimm is the glowing golden stinger on its tail that it uses as a lure. It also has a pair of large pincers that it uses to defend itself and grab/cut into its targets. The Death Stalker's ten red eyes and unique markings can also glow in the darkness when it chooses to reveal itself to its prey.

It has a rather large size range, the smallest being about the size of a Beowolf, and the largest getting to be the size of a building.

Behavior: Death Stalkers almost always travel alone, as they make up for enough damage as a pack of Beowolves and Ursae combined.

They come equipped with powerful pincers, fangs, and an extremely deadly tail, able to inject deadly venom into its victim.

Appearance: The Goliaths bear much resemblance to modern day African Elephants. They have a primarily black body, with giant, white tusks, and a white and red patch on their foreheads. Like most Grimm, they have bony, white protrusions on their bodies, with a massive row of them going down their spines.

The Goliath has the largest size range of known Grimm, ranging from the smallest, the size of an Ursa Major, to the largest, over twenty stories tall.

Behavior: Long ago, Goliaths were extremely aggressive. Thankfully, they eventually learned that mankind would always win in the end and eventually gave up trying to attack kingdoms and well defended settlements. They are the only naturally non-aggressive Grimm we know of, but even they have limits. Though they wonít go out of their way to seek out man, if they see a human or faunus, they will try to kill them.

Goliaths usually travel in large packs.

If a fully sized Goliath wanted to destroy a settlement, not much could stop it. Their skin is impossibly durable, with sniper rounds only causing a minor irritation. If they wanted to kill something, they could simply step on it until itís dead, though if they truly wanted to, they could tear apart enormous structures with their tusks.

Appearance:Griffons are a large flying species of Grimm. They have the head, wings and talons of a large predatory bird and the rear legs, tail and body of a lion or tiger. It has black fur and feathers, with white bone-like spines on its body and tail, including a row of bony spikes on its wings, as well as a white birdlike skull. On its head, it has a bone-white beak and four red eyes, along with gray webbing on the sides of its beak.

Behavior: They travel in large packs, but rarely if ever leave mountain tops.

When in combat, they will usually simply fly above and swoop down, taking swipes at their prey. Their talons are extremely sharp and their beaks have incredible crushing power. Their tail, though light, can cause substantial damage if itís swung into someone.

Appearance:King Taijitu are large, serpentine creatures of Grimm and are one of the larger Grimm we know of, easily dwarfing individuals. Where normal snakes have a pair of large fangs in their mouths, the Taijitu sports many fangs in its jaws, with a long, black forked tongue to boot. It has two halves, a black one and a white one, that are joined in the center.

The black half is primarily black in color, though it does contain a few speckles of white on its underbelly, as well as some isolated areas along its body. Its color scheme is very similar to that of the Beowolves and Ursae. It has large, blood-red eyes and a white bony covering with red markings on the top of its head.

The white half is essentially the inverse of the black half. It also has large, blood-red eyes; however, the bony covering on the top of its head is primarily deep gray with red markings. Also, toward the end of its body, its scales appear to have a checkerboard design of gray and white, before turning black and white, then turning completely black as the other half's design comes into play.

Behavior: Taijitu always travel ďaloneĒ though, as they have two heads, thatís a bit subjective.

They tend to hide back and surprise their targets with a quick strike. Failing that, they have extremely powerful jaws and are able to crush their preyís bones with their constriction.

Appearance: The Nevermore is an avian that has features resembling those of several other bird species. Two notable examples of this are its resemblances to condors and ravens. Like other creatures of Grimm, it has a mask-like, white bony structure overlaying the upper front of its head. It also has four glowing red eyes, two on each side of its head. The headpiece also includes a dorsal spine or fin, reminiscent of that on the heads of condors and some prehistoric pterosaurs.

Interestingly, the Nevermore is seen to have two clawed "fingers" extending forwards from the outermost wing joint. This is a feature present in only a handful of birds on Earth, of which none are corvids. It is most closely matched by pseudo-fingers seen on the outer wing joints of ancient proto-birds like Archaeopteryx. The Nevermore is generally reminiscent of the Archaeopteryx in many ways, although it is many times larger, even in its smallest seen form.

Nevermore can grow from the size of a normal bird, to a towering giant Nevermore.

Behavior: The Nevermore seems to primarily resort to swooping mid-flight towards its target and leading in with its beak, then returning to flight using the downward momentum it gained during the attack. Nevermore also bear talons which they tend not to resort to, most likely relying on their momentum to keep mobile during combat.

The Nevermore is the first creature of Grimm shown to have a ranged attack. It is known to be able to throw feathers from its wing, which act like a volley of arrows with an effective range in the hundreds of yards. The only other attack used is a battering ram-like attack, flying and shattering parts of monuments using its bony head-piece.

Appearance:Ursae are one of the more stocky Grimm, when on all fours theyíre usually as tall as an average male, though when on their hind legs they can be about half as tall. They have thick coats of fur along almost all of their bodies. The only places they do not have fur are their face, undersides of their paws, and their bone armor protrudes. To protect their face they have a thick bone armor mask with a spiraling red design meeting in the middle of the mask and two eye holes, through which two red-orange eyes can be seen. On each of their four paws, Ursae have have five extremely sharp bone claws extending out of the front that can seriously damage one's aura. Every Ursa has thick bone spikes protruding from their backs, making attacks from the rear difficult, as well as bone armor on their shoulders that can resist some of the hardest strikes.

Behavior: Ursa usually travel alone, though it isnít uncommon for a pair to travel together. An Ursa will usually go for a simple attack pattern of running at something and wailing on it until it dies, and itís certainly good at killing before itís killed.

Difficulty Rating: 4 (Exponentially higher when in groups)

Unique Abilities: N/A

Weaknesses/Vulnerable areas: Pretty much anywhere with no armor, though they do have thick skin.

Variant: Ursa Major

Appearance:The Ursa Major is very similar to the Ursa but does have more dangerous attributes. When on all fours, they are much taller than a fully grown male, and when theyíre on their hind legs they can reach up to three times the size of one. This makes them very large, and stocky, targets. They have many more and much larger spikes along their backs along with large, rocklike, bone plating along most of its back and sides.

Behavior: Itís not uncommon for an Ursa Major to be seen with an Ursa or two, but more often than not, theyíre alone.

In terms of attacking, they follow the same path as the Ursa, but much more powerful and smarter now that theyíve grown. Their strikes could cut a normal person in half and are hell on defensive aura.

Unique Abilities: N/A

Difficulty Rating: 8

Weaknesses/Vulnerable areas: Underside and joints, where they have no armor.

CANON BOSS GRIMM

These Grimm are for staff events ONLY and basically unknown to nearly every character.

Knowledge: The Dragon is not a publicly known entity. Only those high enough in the Valish government or Beacon know of its existence.

Based off of: Western Dragons

Habitat: Mountain Glenn

Appearance:The Dragon is an enormous winged creature, far larger than any other known Grimm with its head alone being the size of a building, with large red bat-like wings, and a pair of legs and a tail. The red membrane of the wing is translucent. It has rough black skin, with white bone-like spines along its body, including an external skull, rib cage and rows of dorsal spikes.

It also has three bony spikes on its tail and large claws on its hind legs. Its skull has a pair of large prominent horns and six yellow-red eyes. Its jaw has teeth extending down along the creature's neck, beyond its skull, such that its entire neck also opens when it roars.

Behavior: Itís behavior is unknown as it has never, in recorded history, been freed of the mountain that keeps it prisoner. If we were to speculate, we would assume that this beast might be unkillable, only being able to be put back to a dormant state. Though even that might be hard as its skin is nearly impossible to pierce, coupled with the ability to continually spawn Grimm around it.

Appearance: Aceans take the appearance of large, six legged hermit crabs. The majority of their form is covered in rough, black-scaled skin. They have giant shells on their backs that take several different shapes, with some curving and sloping back towards the ground, and other extending straight out like a conch shell. Their huge shells are made entirely of thick white bone, although the shell is hollow to allow them to wear it. Without their shells, Aceans are much smaller, and only have natural spiny armor on their heads and legs.

An Aceans "arms" are black, and their pincers are solid bone, just like their shells. The pincer located on the right arm is always twice the size of the other. Their heads are relatively small, and have four red eyes. Two eyes are set atop a pair of flimsy eye-stalks, and the other two are located just above the delicate mandibles that protrude from its mouth.

A young Acean without its shell is roughly the size of a Beowulf, but they grow much larger as they age. Aceans the size of city buses are not uncommon in the slightest.

Behavior: Aceans are gregarious creatures, and typically prefer to stay in single-digit groups. Older Aceans may abandon their allies and seek for prey on their own, but this is an unlikely occurrence.

In combat, Aceans prefer to snatch their opponent with their "jabber" claw, and then finish them off with powerful strikes from their drastically larger "crusher" claw. They occasionally employ ambush-tactics, such as leaping from deep pools of water, grabbing their prey and dragging them back underwater to drown. Despite their heavy shells, Aceans can move quite swiftly, and their "jabber" claw is much quicker than it appears.

Their huge shells make dealing lasting damage to the Acean a problem, but the shells are not infallible. They can be cracked and destroyed by dealing enough crushing damage to the structure, and they can sometimes be removed, but not without great difficulty. An Acean without its shell is faster and nimbler, but it also much easier to kill. Even still, Aceans are notorious for fighting to the bitter end, every time. An Acean either kills its target, or dies trying. This is why older Aceans are significantly more dangerous than they may appear.

Aceans are poor swimmers, so in deep water they prefer to scuttle along the seafloor, or climb up rock walls that have been submerged. No matter where they are, small groups of Aceans may follow a Karkinos, if one is present. Otherwise, they will follow the largest crab wherever it goes.

Weaknesses/Vulnerable areas: Aceans are easier to crush if their shells have been removed. Their small heads are also relatively weak. If by some miracle, an Acean is flipped onto it's back, their soft underbelly is a prime target for stabbing. It is possible to end an encounter in one blow through this method.

Variant: Karkinos

Appearance: A Karkinos is essentially an "Alpha Acean," and its appearance reflects this. It's body is colossal compared to an ordinary Acean, with some specimens standing as tall as nine feet without their shell. Their legs and heads are covered in many spines, and their underbellies are lightly armored. Their shells have several sharp bone structures growing off of it at many different angles.

Their pincers are heavily armored, and are generally sharper than usual.

Behavior: A Karkinos does not mind hunting alone, but if it comes across a cast of crabs without a clear alpha member, it may step in as a surrogate leader. The Karkinos is ancient, as has become very smart as a result.

A Karkinos will fight doggedly to the death, like any Acean, but it fights more intelligently. If it sees a weak link in a group of humans, it will target that person first. A Karkinos will retreat briefly if the situation demands it, and they are not above using ambush tactics to score an easy kill.

Other Aceans will follow the commands of the Karkinos without question. A Karkinos can snap its claws together in different patterns to indicate basic commands such as "Come here," and "Hide."

Unique Abilities: Waterbreathing: Like any Acean, the Karkinos can breathe underwater.

Difficulty Rating: 5

Weaknesses/Vulnerable areas: A Karkinos is still vulnerable in its small head, although not as severely as an Acean. Their underbellies are still a weak point, if one can break through the small layer of armor that has grown there. A Karkinos is still significantly weaker if their shell is somehow removed by force.

Appearance: The Bantou is one of the more dangerous Grimm that quite literally stalks the jungles. Most commonly, it grows to about as high as an average female, about ten feet long, and about four feet wide. Nearly all of its body is covered in armored, pitch black scale, save for itís eyes. Its eyes are one of the most special things about the Bantou, much like a chameleon both eyes can move independent of each other, enabling it to watch two enemies at the same time and be able to attack one with evading another. The eyes are completely red and unprotected aside from the bone armor around it, the Bantou knows this, however, and will desperately protect its eyes. Above its eyes are the two foot long horns with the two foot long horn being on the tip of its nose. Its jaw can unhinge if need be. At the end of the its tail the Bantou has a cluster of bone spikes jutting out randomly. The Bantou can use its tail as a mace or flail like weapon thanks to this and can cause extreme damage. Another interesting feature of its body, its tongue, is the same length as the Bantou and can shoot out of its mouth at the speed of a bullet. If the tongue touches anything it will immediately become stuck to its saliva and be pulled back toward the Bantou when it pulls back its tongue. The muscles of the tongue itself are extremely strong, thick, and difficult to cut through. The interesting and dangerous feature isnít the tail, or the bone armor, or even the tongue though. The most dangerous part of the Bantou is its scales. Its scales, while pitch black when passive, act as light refractors and can cause the Bantou to be, or appear to be, completely invisible even to thermal devices. Even on its eyes and bone armor are tiny insignificant scales that, together, still cause the invisible effect to its body. The only part of its body not covered in scales is its tongue and thus is completely visible if it attacks while invisible.

Behavior: Bantou will usually stalk their prey, always alone, staying invisible until the moment is right, and then lash out with an extremely long and flexible tongue. Its tongue can shoot out of its mouth at bullet speed and stick onto anything before pulling back to the mouth where the jaw will unhinge for large prey.

When in close range, it has very sharp claws they can use for swiping, razor sharp teeth with powerful bite pressure and itís tail can crush and pierce through armor and cause people to be sent flying through the air or pinned to the ground. Its tongue can shoot out of its mouth at bullet speed and stick onto anything before pulling back to the mouth where the jaw will unhinge for large prey.

Difficulty Rating: 10 Alone, but with back up, usually around 8

Unique Abilities: Invisibility, sticky tongue, ability to see in two different directions.

Weaknesses/Vulnerable areas: The Bantouís eyes are the most vulnerable part of its body and if blinded, the beast will become frantic. The scales, while covering the body, are thin and can be cut through with enough force. Cutting off the tail can also cause the Bantou to become unbalanced and frantic.

Variant: Bantou Herald

Appearance: Identical to the normal Bantou with the exception of the placement of bone spikes and its size. It is much larger than the Bantou and thus has an even larger and longer tongue that still can shoot out like a bullet. The spikes at the end of its tail now extend to nearly the base of the tail and are much larger. Itís toes and claws are now completely covered in bone armor. There are several linings of bone armor on its sides like ribs.

Behavior: The Emperor Taijitu has the same behavior as the King, with one exception. When one of the heads is removed, two more grow in its place. From there, it grows exponentially. The only way to defeat it is to have all heads cut off at once. If it is cut in half, it will grow into two, smaller versions of itself.

Habitat: Global. Can be seen in any environment. Not especially common anywhere in particular.

Variant: Youth

Appearance: Young Grendels look very similar to young beowolves, except the body looks closer to that of a large feline (for instance, lions), is slightly smaller and the head consists of a round, smooth, slightly convex bone mask at the end of the neck with three red dots/holes close to the edge at 120į of each other.

Behavior: Usually found amongst Beowolf packs, if ever. Rarely comes in numbers greater than 3. They favor group ambush. Apart from attacking like a Beowolf usually does, can attempt to surprise an opponent by pouncing onto it before opening it's mouth and trying to choke it to death. Coordinated attacks are even more dangerous as while one tries to throttle the human/Faunus, the others attempt to lock the limbs in place.

Unique Abilities: The mask opens in 3 parts, the eyes not being on these parts, to reveal the "mouth", consisting of a crimson red throat and 3 medium-ish long equally red, leathery tentacles.

Difficulty Rating: 1-2 amongst a pack, 3-4 if a single one ambushes and 6 for a coordinated ambush. Note that the ambush numbers only apply to the person being ambushed. Rating for ambushes decreases if several people are ambushed at once.

Weaknesses/Vulnerable areas: Pretty much everywhere but the bone mask.

Variant: Mature

Appearance: Mature instances get about as big as mature Beowolves, but lose some of their feline aspect, becoming bulkier. Spines jutt out from the front elbows and along where one would expect a spleen to be. The spleen ones can move, either standing straight out or laying down flat at extremes.

Behavior: Behavior remains relatively similar to their youth counterpart, although they are even more rare than said youth due to the amount that don't make it to maturity. More than one in a Beowolf pack is extremely, extremely rare.

Unique Abilities: Same as Youth but with additions: Gains an extra 'tonguetacle'. Said appendages become longer as well as bone-tipped, allowing it to not only exert strength to choke or tear apart but also impale victims.

Difficulty Rating: 3 alone, 7 if ambushing.

Weaknesses/Vulnerable areas: Throat lacks adequate protection.

Variant: Alpha

Appearance: Gaining even more bulk and general volume, Alpha Grendels look somewhere between a large Ursa and a large Beowolf. A red line can be seen right around the mask, serving as a sort of 360į vision (albeit far less precise than vision usually is). They also have several times more barbs and spikes than the Matures. Sports bone plaques that don't completely cover the torso, back and front limbs as well as the neck.

Behavior: The younger Alphas are usually (if ever, as they are several times as rare as matures) encountered leading a Beowolf pack of varying proportions. Older ones close their "eyes" and burrow themselves into the ground, bone mask facing upwards, making them hard to distinguish from a rock apart from the unusual curvature of the apparent stone. It uses this to spring deadly surprises on passersby.

Unique Abilities: Same as Mature but now has 6 tentacles, longer and lined with barbs on their entire lengths.

Difficulty Rating: 8 alone, 9 when leading a pack, 10+ when ambushing.

Appearance: As big as - if not larger than - a Goliath, an Ancient Grendel is entirely covered in interlocking bone plaques with spikes of various sizes jutting out of the seams (or not, if retracted). This shell is closer to yellow-brown rock than outright white bone. Moss and lichen are not uncommon things to find on its carapace.

Behavior: Ancients are practically only heard of in legends. They seem unusually peaceful, although this is more a case of not bothering to strike small fry rather than outright peacefulness. An Ancient usually spends its time 'sleeping' for unknown amounts of years partially burrowed. This allows it to weather its shell, making it turn closer to yellow-brown rock than outright white bone. It seems to somehow take great pride in this grooming of sorts, or at least cares about it - periodically, it'll turn itself over to get another spot weathered. Apart if someone destroys the careful grooming of its shell with an explosive or excessive scorch mark, it is extremely passive, not even reacting to people climbing or hitting it. If disturbed enough, however, it'll use one or more of its many, many, many bone-covered, barb-bristling tongues by burrowing it through the ground and making it pop up right underneath the offending party, usually ripping them to shreds in seconds. The other thing that can cause it to stir is an exceptional emanation of negative emotions. If sufficiently close and powerful, it will seemingly erupt from the landscape, going on a rampage and annihilating every human and Faunus.

One tale tells of a village being founded near a large, rocky outcropping. During an ordinary day, it was attacked by bandits. The sole survivor discovered, when coming back from foraging for food, a crater of debris, detritus and decomposition where the small town used to be. The rocky outcropping seemed to also have disappeared.

Unique Abilities: Same as an Alpha Grendel, except the amount, strength and length of tongues far outstrips its younger brethren. The tongues are also covered in bone, rendering them armored.

Appearance: Kaijus resemble the real world animal, the komodo dragon, though both are dangerous the Kaiju is more so. This Grimm is unable to stand on less than three of its four legs and show little of the muscle they have under their somewhat thick hides. They like all Grimm have a dense bone mask over their faces. Kaiju include bone plates on their shoulders and spikes coming from the back of their joints.

Kaiju have long fangs and a venomous bite. These Grimm feature razor sharp claws and a heavy hide. They have a large number of rather thin but sharp bone fins on their backs stopping at the base of their tails. These fins provide a decent defense being sharp and durab.

The average Kaiju is about shoulder height to the average human male, though they can grow to be a almost twelve feet .

Behavior: Kaiju are solitary Grimm. They keep to themselves unless they sense prey where they will work with other Grimm to kill their victims, but return to their dens upon death of their prey. These Grimm are relatively intelligent, as they prefer to hide and charge out to surprise their enemies before biting them and running away much like a real komodo dragon. Kaiju will run if they are too damaged or feel outmatched.

Difficulty Rating: 8

Unique abilities Venom fang: Can poison enemies with bites.Stalker: Can hide almost seamlessly in foliage to wait for the chance to strike.

Weaknesses/Vulnerable areas: Stomach, neck, and legs.

Variant:Saurian

Appearance: She same as normal Kaiju except this one has plating on the neck and the tail gains horizontal razor fins on the end. These are the size of two-and-a-half men.

Behavior: Much the same except these Kaiju will wait underwater before leaping out to tackle prey.Unique Abilities: Venom fang: Can poison enemies with bites.Stalker: Can hide almost seamlessly in foliage to wait for the chance to strike.Amphibious: Can survive inside and outside water easily.

Difficulty Rating: 8

Weaknesses/Vulnerable areas: Joints, throat, stomach and under the base of tail(stuns shortly)

Appearance: While the Goliath is able to withstand nearly anything with itís extremely durable skin, the Mammoth is coated in a heavy layer of thick, black fur completely encompassing itís body, aside from itís head where bone armor grows.

Appearance: Sabor resemble a large black coated leopard. They stand on all four legs, but can rear up to make them appear even larger than they are, and are extremely muscular. They have pitch-black fur and red eyes. Their foreheads are covered by a dense bone mask as well as two large fangs protruding from the upper jaw There is a large piece of bone armor protecting the Saborís chest as well as bone armor on the above each of its four paws. Patches or armor are spread around each of the four legs.

Two sets of spines protrude from a Saborís back, starting at each shoulder and stopping at the hip, decreasing in size as they go along with the largest being the size of an average maleís arm length. Retractable claws are featured on each of its paws as well as razor sharp teeth. The tail also sports small spines protruding from and around the tip. These spines provide minor defense from attacks, being extremely durable, but also double as an offensive weapon.

Sabor are exceptionally large Grimm, with the average Sabor is a bit shorter than an average human male, but as they age, they can grow to be more than twice the height of a human.

Behavior: Sabor are generally only seen alone. They are lone killers and are one of the few Grimm that will fight each other over territory, though two or more Sabor will set aside their differences in order to kill a human or faunus, only to continue fighting after their prey is dead.

Tactically, Sabor will silently track its prey until it finds the opportune moment to strike, usually attacking from tree branches or small cliffs down onto its target. It is even more dangerous at night given its black coat and silent moving.

Difficulty Rating: 5

Unique Abilities: Silent Hunter: Can easily and quietly stalk its prey before attacking at the opportune moment.

Weaknesses/Vulnerable areas: Neck, stomach, inner joints.

Variant: Tar-Bur Sabor

Based off of: Snow Leopard

Habitat: Snow peaked mountains

Appearance: Very similar to normal Sabor except they are smaller, usually only half the size of an average male human.

Behavior: Same as a normal Sabor with the exception of only hunting at night when they are in snowy areas. They have been known to come down from the peaks of mountains.

Unique Abilities: Silent Hunter: Can easily and quietly stalk its prey before attacking at the opportune moment.

Difficulty Rating: 5

Weaknesses/Vulnerable areas: Neck, stomach, inner joints.

Variant: Ben-Sabor/Tar-Bur Ben-SaborAppearance: Ben-Sabor, and even Tar-Bur Ben-Sabor, are much larger than normal Sabor. They can grow up to twice the height of an average human male while standing on all four of their legs. They also have larger and more spines, larger fangs and claws, and more bone armor around their chest and legs.

Behavior: Same as a normal Sabor.

Unique Abilities: Silent Hunter: Can easily and quietly stalk its prey before attacking at the opportune moment.

Appearance: Just like a walrus, but the skin is black and the tusks point forward instead of down. A Grimm mask covers its face.

Behavior: Sea Tusks sometimes travel alone, but more often can be found in packs. In combat, Sea Tusks work independently of the pack and Alpha and have little regard for one anotherís movements. This lack of coordination often leads to them running into each other underwater and bumping into each other on land. They often dive below the ice and try to burst out next to or even under their opponents.

Difficulty Rating: 5

Unique Abilities: None

Weaknesses/Vulnerable areas: No specific weak point, Sea Tusks are protected by layers of fat all around.

Variant: Tusk Alpha

Appearance: Much larger, with a second set of tusks, spines and plates trail down itís back.

Behavior: The same as a regular Sea Tusk, but they lead from the front of the pack wherever they go.

Unique Abilities: Pack leader: Tusk Alphas almost always have a pack at their command.

Difficulty Rating: 7

Weaknesses/Vulnerable areas: The underside is most vulnerable as it isn't covered in bone plates, but it is still protected by many layers of fat.

Habitat: Though they are most common in Western Vytal, they can be found anywhere that is arid or desert-like and make their homes around abandoned structures such as ruins.

Appearance:Shenzi resemble the real world animal of a hyena, though more dangerous. They stand on all four legs but can stand bipedal for a moment or two and are extremely muscular. They have pitch-black fur and two sets of red eyes. Their heads also appear to be made out of bone and display skull-like features.

Spines protrude from their back and their shoulders. These spines provide minor defense from attacks, being extremely durable, but can also double as an offensive weapon. Shenzi also have extremely sharp claws and very long, sharp teeth.

Shenzi can vary greatly in size. The average Shenzi is about the size of a normal dog, but as they age, they can grow to be taller than the average male.

Behavior: Shenzi rarely travel alone. Seeing one alone may mean the rest of its pack is just around the corner. Shenzi on their own are one of the weaker Grimm, but in large numbers can quickly overwhelm untrained Huntsmen.

Tactically, Shenzi will attempt to lure its target into an ambush by utilizing its unique ability to perfectly imitate human and faunus noises, such as crying or laughter, but not words. Often times, they will lure their unsuspecting prey into a closed space, such as a ruin and then surround their target and close in all together, making it difficult for their prey to defend against so many at once. They use their large claws and powerful muscles to shred their targets, and are capable at lunging and leaping into an attack as well as using their powerful bite force to rip at prey. Packs of Shenzi are almost always led by at least one Matriarch.

Difficulty Rating: 2 (Increased to 4 when in large numbers and up to 6 if ambushed)

Unique Abilities: Pack: Shenzi travel in packs and are rarely alone. Imitation: Ability to perfectly imitate noises such as laughter, crying, or pain.

Weaknesses/Vulnerable areas: Shenzi possess minimal armor and durability, and are easy to destroy with most conventional weaponry.

Variant: Matriarch

Appearance:Matriarchs are always at least slightly taller than an average male. Their spines and claws are larger, longer, and more numerous.

Behavior: Matriarchs lead packs of Shenzi, and they are more intelligent than normal Shenzi.

Appearance: The Shiruís true form is mostly unknown. It is constantly hidden behind a whirlwind of millions of tiny flying Grimm that it expels from its body. The tiny Grimm have been classified as the same Grimm as The Shiru as until recently they had never strayed further than the 50ft (15.2m) diameter dome. Until 40 AC, with the advent of more powerful photograph technology and different spectrums of light to observe, it was assumed that The Shiru was simply a collection of millions of tiny Grimm. However, with new imaging done by researchers from Atlas, it was discovered that there was a figure at the center of the dome. The image has been scrutinized over and over again but even with the introduction of hunters with semblances geared toward supposition or enhanced vision, the image remains unclear.

What is known is that the figure at the center is feminine in shape and stands at 15ft (3.7m) tall. What appear to be a pair of wings extend from itís back and seem to have a 30ft to 40ft (9.1m to 12.1m) wingspan. It is also known that The Shiru has intricate red markings approximately where the face should be as well as seven eyes: Four eyes in a square formation and three more eyes in a vertical line, one above the square, one in the center, and one below. Other than that, itís features are unknown.

Behavior: The Shiru, like other Grimm, acts with malintent. Unlike other Grimm, however, it is slow in its actions. Historically, no matter where in the desert it appears, it begins to move toward a human or faunus settlement. It doesnít have a pattern on whether or not it will take detours from its path. There have been records stating that The Shiru moved from one end to the other, not touching any of the settlements it came close to, before reaching a settlement on the opposite end of the desert. Similarly, there are records of The Shiru stopping at every settlement in its path.

Once The Shiru has reached its destination it will slowly move into the settlement, its swarm almost instantaneously devouring everything that comes into contact with it. It seems the Grimm will not initially go after human or faunus targets, choosing only to destroy the settlement and everything in it, though it will go after them if provoked or attacked.

It appears to be smart enough not to be lured away from its target by a human or faunus faster than it and will leave the attack and return to the semblance if it realizes it wonít catch them.

The only thing that differentiates its destination from detours is sudden changes in direction. In its trek to its destination, save for detours, it will always walk in a completely straight line, eating through dunes, mountains, and once walking through the seabed to reach a settlement on the opposite side of the bay. Detours are noted by the Grimm suddenly shifting its course to head toward a settlement or encampment.

Difficulty Rating: 10+

Unique Abilities:Swarm: The Shiru constantly expels tiny Grimm that move at extremely high speeds in a dome shape around it. These Grimm seem to have a hive mind of sorts as when something passes into the dome a sizable amount of them will swarm to the location. The longer The Shiru goes without being attacked, the denser the dome becomes.

Reincarnation: Without fail, every time The Shiru has been defeated, no central body can be located in the mess of smoking tiny Grimm. At most three days later, The Shiru will appear at another random part of the desert and begin their march toward another settlement. It is disputed whether this is the same Grimm or simply a new member of the species but the growing knowledge and ability to work around tactics previously tried implies its the former.

Increased Durability X: Each time The Shiru is killed, it comes back more durable than before. Currently, it is less durable than a goliath, but still able to tank heavy hits without slowing.

Ability Acquisition: Upon each Reincarnation, The Shiru shows more abilities than before. It is disputed whether or not this is the Grimm gaining new abilities or trying abilities it already had but the general consensus is the former.

AA-1Unending Appetite: The tiny Grimm will break down anything that enters whirlwind down in milliseconds, making conventional weapons unusable.

AA-2Air Current Control: Swarm is able to redirect air currents to move flames and most other things away when within the dome.

AA-3Anti-Ice: Even Though the swarm can be frozen, the figure at the center cannot and will continue expelling new tiny Grimm to replace those frozen.

AA-4Lightning Redirection: The swarm can redirect lighting through themselves, choosing which tiny grimm near it the lighting is sent to next. They use this to keep the lighting away from the figure at the center and keep damage low.

AA-5Emergency Shield: If the swarm is continually burned away, a small dome of interlocking tiny grimm covering the figure and their, assumedly, folded wings that is stronger than the sum of its parts will appear. Conventional weapons become effective at this point as the grimm that form the dome are inert. The dome only lasts for several seconds while The Shiru amasses more grimm within the dome before collapsing it and sending the new swarm out.

AA-6Swarm Control: The Shiru can stand still for a moment and expel a larger amount of tiny grimm than usual. These grimm will leave the dome in a stream and can stretch up to 50ft (15.2m) away from the dome. If the stream is cut off, the swarm that is away from the dome will continue for a second or two before dissolving.

AA-7False Swarm: The Shiru can stand still for an extended period of time, amassing many new tiny grimm and causing the dome to grow considerably denser before continuing to walk forward, a second dome shaped swarm appears heading elsewhere. This swarm doesnít have to stay connected to stay active but must stay within 300ft (91.4m) of the true Shiru and cannot use any of its abilities other than the swarm devouring anything it touches.

AA-8Short Ranged Flight/Gliding: The Shiru can leap up high into the air, the dome becoming a sphere, and glide down. It also uses this to glide down from cliffs where it would have simply fallen before. There isnít a concrete height at which it can jump, but it has been shown to be unable to reach airships.

AA-9Ground Reconstruction: The swarm can, instead of simply devouring the ground or sand below it, move the ground, millions of pieces by millions of pieces, out from under The Shiru and hold it above the Grimm, temporarily burying the Grimm. It can then devour the ground it was holding up and fly out.

AA-10Scouting: The Shiru can send out a single tiny Grimm out far past its normal range. This Grimm can sense out the area ahead of The Shiru to check for visible traps or the enemy positions.

AA-11Imposing Presence: The Shiru exudes slight negative emotions to all humans and faunus within a radius of several miles. These emotions alone are not extremely strong but they can compound on negative emotions already swelling within people, possibly pushing someone just enough to give up and run if they were already considering it. Ever since this ability was unleashed, the center figureís red markings on its face and eyes glow faintly through the swarm as if itís shining through a dark smoke. These emotions alone are not strong enough to attract Grimm.

AA-12Solid Structure Formation: The swarm can leave the dome in an area up to 50ft (15.2m) from the dome and form solid structures by interlocking and becoming inert like the emergency shield.

AA-13Grimm Magnet: Whenever The Shiru is active and moving, it continually brings more and more Grimm to it, building hordes as it makes its way across the desert.

AA-14Aural-Attack Sense: The Shiru can sense when aura attacks are launched at it before they hit through a thousands of tiny Swarm Grimm that it sends out in a field around it to do nothing more than relay information on incoming attacks. With this information, The Shiru can mobilize a large amount of the swarm or construct a swarm wall to tank most of the hit. The upper limits of this info field have not been observed as of yet.

AA-15Grimm Control: The Shiru can produce slightly larger variants of the tiny grimm it usually produces. These variants can leave the dome and search and area of what appears to be 1000ft (305m) for other Grimm. Once found, the tiny grimm will latch onto the Grimm and The Shiru will assume direct control.

AA-16Unknown New Ability:

Weaknesses/Vulnerable areas: The Shiruís only weakness is pure energy. Fire, lightning, light, pure aura, etc. It isnít as simple as shooting energy into them, however. Due to several of the abilities they have gained from being defeated, The Shiru can negate any fire or lightning that isnít directly controlled and can resist the brunt of most pure aura attacks. Light attacks, such as laser, arenít mitigated nor negated but The Shiru can still tank many hard hitting attacks due to their increased durability.

The best way to combat The Shiru is to have plans, backup plans, and backup backup plans. No single person can defeat The Shiru, not anymore, and the only real way to defend against it is to have a large group of high mobile hitters and casters.

Even with that knowledge, fighting The Shiru is always a gamble if you don't have overwhelming numbers and power - especially if itís the first attack since being defeated. With itís new ability, The Shiru could do almost anything and until it shows what the new ability is, the best option is to assume the worst.

A suggested method of finally winning is to confine it indefinitely but no known or simulated method has worked due to its swarm and anti-ice abilities.

All attacks by The Shiru against settlements from its first appearance to latest attack has been recorded with the assistance of a Hunter brought in from Atlas and are available and free to access to the public through the Grand Shade Library.

Appearance:Totocaotl take a form similar to the Quetzalcoatl of Aztec mythology. An enormous winged serpent, painted all black and red. In terms of size, they can grow from the size of a house cat to the size of a Giant Nevermore, though larger sizes have been seen in myths, there is no evidence to support this.

The Grimm in somewhat unique for having both scales, fur, and wings. While itís head and underbelly ar that of a snake and therefore covered in resistant, black scales, the top of its body is lined with thick, black fur, and its wings, located slightly past its head, are large and birdlike with large, black feathers.

The Totocoatlís head is similar to that of a King Taijitu, however as they grow older, more bone armor begins to form. When they are young and small, they have little to no armor, however at their full size, the bone entirely encompasses its head with intricate red lines and symbols. In addition, all along its back, boney spines protrude, making it somewhat easy to grapple onto itís back.

Behavior: Totocoatl generally travel in units of three, though seeing more or less is not uncommon.

When attacking, they will usually stay up in the air, letting their scaly underside tank any damage, while they wait for an opening. Once one it spotted, they lash out with a quick dive and strike, attempting to latch onto their target with their large fangs. If that fails, they have their large wings to rely on. If they wish, they can use their wings to cause powerful gusts of wind, blowing most people away and leaving them open to catch off guard. Of course, smaller variants can rely on this method less than larger variants.

Weaknesses/Vulnerable areas: Along itís topside, where there is nothing but thick fur and boney spines.

[spoiler=Underminer]Underminer

Based off of: Mole

Habitat: Underground/The mountains

Appearance:Standing at 4 ft tall, these small Grimm are covered in black fur with bone armor lining its face covering its eyes. The red markings on the mask resembles eyes. They have long white bone like claws on their forearms used for digging underground and smaller ones on their back feet. Underminers have small bone like protrusions coming out of their backs that retract into them when digging underground. Each Underminer has a wide mouth, with white teeth that appears from under the mask. [/u][/b]

Behavior:They are ambush Grimm, usually staying underground until they are completely underneath their target. They are very territorial and usually travel in packs of 3, 4 if a Foreman is nearby. Once above the ground, they try to hide their weak underbelly and attack with their front claws, which require them to stand up for a brief second.[/u][/b]

Difficulty Rating:6

Unique Abilities: They are amazing diggers, and very quiet about it as well. Their scent of hearing is their strongest sense and they have the ability to feel the smallest vibration in the ground and pinpoint its source.

Weaknesses/Vulnerable areas: Their underbellies are the most vulnerable except their lower jaw, covered in bone armor. They stay low to the ground so getting to the vulnerable area is tough so most hunters aim for the unarmored sides of the Grimm. The other weakness they possess is that they are completely blind, relying mostly on the scent of hearing and the feel of vibrations to attack their prey.

Variant: Foreman

Appearance: Foreman can be 10 ft long and when standing on 2 legs can be 8ft tall. Other than that the same look as a lesser with more back spikes.

Behavior: Like the lesser Underminers, they are very territorial. They usually let the 3 lesser Underminers attack first then come in for the strike when the time is right. If in trouble, it will let out a noise that sounds like an old